#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

out vec3 Normal;
out vec3 FragPos;


void main()
{
        gl_Position = projection * view * model * vec4(aPos, 1.0);
        FragPos = vec3(model * vec4(aPos, 1.0));
        Normal = vec3(model * vec4(aNormal, 1.0));
}
